| Introduction | Players | Tactics | |
| Skills | The Dark Elf Curse | ||
INTRODUCTIONOverall, the Dark Elves start out as a fairly lowpowered team. Their movement is generally insignifficant, but not to scoff at either. Their AV of 8 allows the to get stuck in and survive a few punches. They lack high-speed catchers, and they are not going to win any fist-fights.
PLAYERSBlitzers. Did you ever want a Human blitzer with an AG upgrade? Well, here it is. Only you can't take ST skills, but have to endure the G-selection. Which in the end is not a great loss. The Blitzers are fast and dependable, but expensive.
Witchelves. Definite catcher potential despite the Frenzy. Jump Up and Dodge gives the Witchelf a maneuverability that compensates for her lack of pure speed. MA 7 is not bad, but it still means that a witch elf must get 4 squares into the opponenets half in order to score any 2-turn TD's. The ST of 3 makes her more dependable, but the AV of 7 really sucks. Then again, you cannot have it all.
Throwers. These guys are claimed to be extremely over-pirced compared to humans and High Elves. But never mind that. In the long run, an extra 10k isn't too much of a hassle. It would be recomendable to buy this fellow for starters, allthough, as some claims, any Lineelf is equally good at 20k less.
Lineelves. Elf linemen are definetly the best you can get. Good AV, Good ST, Good MA and superb AG. These guys you can rely on.
TACTICSAs with the High Elves (refering to a previous posting), beat away the opposition by concentrating your attack against one of the enemy flanks, and secure a foothold deep(ish) inside enemy territory, so that some of your players can reach the endzone next turn. Ensure that at least one is unreacheable by opposing players, so you can avoid tackle zones on your player. Also make sure that the opposition only gets to throw one block (his blitz) by staying out of the way.Meanwhile get the ball, and move it into your back-field. Place your thrower out of blitz-range. Possibly pick up the ball with a Lineelf to give him a comp...
To score, blitz and block an opening for your reciever. Run your thrower forward and toss the ball. Here I would advise you to score with a lineelf if no Blitzers or Witchelves are less diffiult positions. A Lineelf with Block and Dodge is a true pain, but you'll love him dearly.
On defense, you have greater problems. The dark-elf curse will make things even worse than if you had been playing dwarfs... Your Witch-elves should be deployed about midfield, within reach of the sidelines. Blitz any lone catchers of the field. The rest should attempt to keep out of the way of the opposition, so that as few as possible will get pulped. Always hit back at a favourable 2-die block situation. Breaking the cage will require either the leap-skill or a really lucky dodge. A rerolled 5+ dodge is a 56% chance of success, but not something one would relish doing.